Total War: WARHAMMER III

Total War: WARHAMMER III

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Zombie Tide (Waaagh! mechanic for vampires)
   
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712.706 KB
9 Oct @ 10:58am
12 Oct @ 1:08pm
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Zombie Tide (Waaagh! mechanic for vampires)

In 1 collection by stiginge-oy
STS mods
7 items
Description


⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀🦇The Zombie Tide🦇

"All fear the witching hour, when a tide of groaning, clawing Undead batters down sturdy wooden gates, or when a crowd of Zombies pile together in order to spill over walls and palisades."
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Mod Summary


The Zombie Tide grants your Vampire Counts armies the terrifying, festering, and unending masses of undead infantry.

Vampire Counts warfare is built on the philosophy that a tidal wave of brutal, expendable flesh will always crush ordered steel.

Vampire Counts lore consistently describes Zombies as the absolute lowest caste, used solely as disorganized cannon-fodder, grave-diggers, and the first wave to break an enemy's line. Their purpose is not to win the battle, but to soak up ammunition, distract the enemy's formation, and pave the way for the powerful Grave Guard, Black Knights, and ethereal units to deliver the killing blow.

However, in vanilla campaigns, Zombies often aren't worth the recruitment slot, pushing players toward small, elite monster stacks that feel far removed from the promise of a realm-drowning, shambling horde.

This mod allows your armies to truly muster the unending masses of the undead.

Mechanic:This mod alters Rite of Dominance (from mod Old World Rites, adding a mechanic inspired by the Greenskins' Waaagh! This grants all your armies up to 10 additional Zombies (with small chance of Skeletons or Fell Bats) for 15 turns.


The Horror of the Unending Grave

Instantly transform your main force into a terrifying stack of disposable, rotting beasts. Drown the enemy's walls in the bodies of the unworthy, let the Undead ascend, and destroy all that is not part of the unending, primal night!

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FAQ

SFO version - Zombie Tide (Waaagh! mechanic for vampires) (SFO)
Will AI use that mechanic? Yes
Will it work with modded factions? - Yes, no need for submod

45 Comments
Soberlife420 22 Oct @ 3:30pm 
i forgot the rites mod *facepalm*
anotherpeter134 22 Oct @ 2:30am 
Thanks I didn’t have the rites mode activated
stiginge-oy  [author] 21 Oct @ 11:05pm 
works fine for me. Do you have rites mod added ?
Soberlife420 21 Oct @ 10:16pm 
oddly enough the SFO version is working for me weird
Soberlife420 21 Oct @ 10:11pm 
yeah its crashing when i try to run it and i only have a few small mods on
anotherpeter134 20 Oct @ 1:33am 
for some reason it stoped working
okkebeltman 15 Oct @ 2:32am 
Cool mod, quite liking it on my Ghorst playthrough! Any chance of increasing Waagh size with for example research or buildings? Maybe through a submod?
Wildcat™ 14 Oct @ 12:19pm 
I haven't looked into the code, but is this faction wide, or can you choose with sub-faction gets this? Earlier in the year I was toying with this WAAARGH! mechanic on one of my mods, but halted because of various technical issues.
Oderisson 14 Oct @ 9:37am 
Good to hear that. This is very interesting concept and frankly something the game was missing in my opinion. I usually have additional zombie army following my real force, but this slaughters supply lines.
stiginge-oy  [author] 14 Oct @ 9:03am 
Possible,but difficult. I'm working on that